Updated project to unity 5, finalized terrain generation

This commit is contained in:
2015-05-08 11:09:28 +03:00
parent 76527c2619
commit b1a8da324d
748 changed files with 20345 additions and 1571 deletions

View File

@ -1,12 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class Algorithmss
{
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class Algorithmss
{
}
}

View File

@ -1,21 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class ColorHelper
{
public static Color FromArgb(int argb)
{
float a = ((argb >> 24) & 0xff) / 255f;
float r = ((argb >> 16) & 0xff) / 255f;
float g = ((argb >> 8) & 0xff) / 255f;
float b = ((argb) & 0xff) / 255f;
return new Color(r, g, b, a);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class ColorHelper
{
public static Color FromArgb(int argb)
{
float a = ((argb >> 24) & 0xff) / 255f;
float r = ((argb >> 16) & 0xff) / 255f;
float g = ((argb >> 8) & 0xff) / 255f;
float b = ((argb) & 0xff) / 255f;
return new Color(r, g, b, a);
}
}
}

View File

@ -1,20 +1,20 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class RandomExtensions
{
public static float NextSingle(this Random @this)
{
return Convert.ToSingle(@this.NextDouble());
}
public static float NextSingle(this Random @this, float minValue, float maxValue)
{
return @this.NextSingle() * (maxValue - minValue) + minValue;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Utils
{
public static class RandomExtensions
{
public static float NextSingle(this Random @this)
{
return Convert.ToSingle(@this.NextDouble());
}
public static float NextSingle(this Random @this, float minValue, float maxValue)
{
return @this.NextSingle() * (maxValue - minValue) + minValue;
}
}
}

View File

@ -1,56 +1,56 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace TransportGame.Utils
{
public static class Task
{
private class TaskInfo
{
public Action Action { get; set; }
public bool? Success { get; set; }
public Exception ThrownException { get; set; }
}
private static void RunAsync_ActionThread(object info)
{
TaskInfo taskInfo = (TaskInfo)info;
try
{
taskInfo.Action();
taskInfo.Success = true;
}
catch (Exception ex)
{
taskInfo.ThrownException = ex;
taskInfo.Success = false;
}
}
public static IEnumerable RunAsync(Action action)
{
// Set up task info object
TaskInfo taskInfo = new TaskInfo();
taskInfo.Action = action;
// Start thread and wait
var thread = new Thread(RunAsync_ActionThread);
thread.Start(taskInfo);
// Wait for thread to finish
while (thread.ThreadState == ThreadState.Running)
yield return null;
thread.Join();
// Rethrow exception
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
throw new Exception("Task failed", taskInfo.ThrownException);
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace TransportGame.Utils
{
public static class Task
{
private class TaskInfo
{
public Action Action { get; set; }
public bool? Success { get; set; }
public Exception ThrownException { get; set; }
}
private static void RunAsync_ActionThread(object info)
{
TaskInfo taskInfo = (TaskInfo)info;
try
{
taskInfo.Action();
taskInfo.Success = true;
}
catch (Exception ex)
{
taskInfo.ThrownException = ex;
taskInfo.Success = false;
}
}
public static IEnumerable RunAsync(Action action)
{
// Set up task info object
TaskInfo taskInfo = new TaskInfo();
taskInfo.Action = action;
// Start thread and wait
var thread = new Thread(RunAsync_ActionThread);
thread.Start(taskInfo);
// Wait for thread to finish
while (thread.ThreadState == ThreadState.Running)
yield return null;
thread.Join();
// Rethrow exception
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
throw new Exception("Task failed", taskInfo.ThrownException);
}
}
}

View File

@ -1,197 +1,197 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class Texture2DExtensions
{
/// <summary>
/// Draws a line between two vectors
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">Color</param>
/// <param name="p0">Position 1</param>
/// <param name="p1">Position 2</param>
public static void DrawLine(this Texture2D @this, Color color, Vector2 p0, Vector2 p1)
{
DrawLine(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), Convert.ToInt32(p1.x), Convert.ToInt32(p1.y));
}
/// <summary>
/// Draws a line between 2 points
/// </summary>
/// <param name="this">The texture</param>
/// <param name="x0">X0</param>
/// <param name="y0">Y0</param>
/// <param name="x1">X1</param>
/// <param name="y1">Y1</param>
/// <param name="color">Color</param>
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
{
int dy = (int)(y1 - y0);
int dx = (int)(x1 - x0);
int stepx, stepy;
if (dy < 0) { dy = -dy; stepy = -1; }
else { stepy = 1; }
if (dx < 0) { dx = -dx; stepx = -1; }
else { stepx = 1; }
dy <<= 1;
dx <<= 1;
float fraction = 0;
@this.SetPixelSafe(x0, y0, color);
if (dx > dy)
{
fraction = dy - (dx >> 1);
while (Mathf.Abs(x0 - x1) > 1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
@this.SetPixelSafe(x0, y0, color);
}
}
else
{
fraction = dx - (dy >> 1);
while (Mathf.Abs(y0 - y1) > 1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
@this.SetPixelSafe(x0, y0, color);
}
}
}
/// <summary>
/// Draws a rhombus-like point
/// </summary>
/// <param name="this">Texture</param>
/// <param name="p0">Position</param>
/// <param name="radius">Radius</param>
/// <param name="color">Color</param>
public static void DrawPoint(this Texture2D @this, Color color, Vector2 p0, int radius)
{
DrawPoint(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), radius);
}
/// <summary>
/// Draws a rhombus-like point
/// </summary>
/// <param name="this">Texture</param>
/// <param name="x0">Position</param>
/// <param name="y0">Position</param>
/// <param name="radius">Radius</param>
/// <param name="color">Color</param>
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
{
for (int y = y0 - radius; y <= y0 + radius; ++y)
{
int pts = radius - Math.Abs(y - y0);
for (int x = x0 - pts; x <= x0 + pts; ++x)
@this.SetPixelSafe(x, y, color);
}
}
/// <summary>
/// Fills a polygon
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">color</param>
/// <param name="points">Points</param>
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
{
int minY = Int32.MaxValue, maxY = Int32.MinValue;
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
// Find min and max row
for (int i = 0; i < points.Length; i++)
{
minY = Math.Min(minY, ptY[i]);
maxY = Math.Max(maxY, ptY[i]);
}
List<int> intersPoints = new List<int>();
// Go through each row
for (int y = minY; y <= maxY; ++y)
{
intersPoints.Clear();
// Find intersection points
int j = points.Length - 1;
for (int i = 0; i < points.Length; ++i)
{
// Treat special case where we have 2 points on the y axis
if (ptY[i] == y && ptY[j] == y)
{
intersPoints.Add(Convert.ToInt32(points[i].x));
intersPoints.Add(Convert.ToInt32(points[j].x));
}
// Intersection
else if ((ptY[i] >= y && ptY[j] <= y) ||
(ptY[i] <= y && ptY[j] >= y))
{
int x = Convert.ToInt32(points[i].x + (y - points[i].y) * (points[j].x - points[i].x) / (points[j].y - points[i].y));
intersPoints.Add(x);
}
j = i;
}
// Order pairs
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
// Draw
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
{
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
@this.SetPixelSafe(x, y, color);
}
}
}
/// <summary>
/// Fills texture with specified color
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">Color</param>
public static void Fill(this Texture2D @this, Color color)
{
for (int x = 0; x < @this.width; ++x)
for (int y = 0; y < @this.height; ++y)
@this.SetPixelSafe(x, y, color);
}
/// <summary>
/// Sets a pixel after checking if coordinates are inside image
/// </summary>
/// <param name="this">Texture</param>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <param name="color">Color</param>
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
{
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
@this.SetPixel(x, y, color);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class Texture2DExtensions
{
/// <summary>
/// Draws a line between two vectors
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">Color</param>
/// <param name="p0">Position 1</param>
/// <param name="p1">Position 2</param>
public static void DrawLine(this Texture2D @this, Color color, Vector2 p0, Vector2 p1)
{
DrawLine(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), Convert.ToInt32(p1.x), Convert.ToInt32(p1.y));
}
/// <summary>
/// Draws a line between 2 points
/// </summary>
/// <param name="this">The texture</param>
/// <param name="x0">X0</param>
/// <param name="y0">Y0</param>
/// <param name="x1">X1</param>
/// <param name="y1">Y1</param>
/// <param name="color">Color</param>
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
{
int dy = (int)(y1 - y0);
int dx = (int)(x1 - x0);
int stepx, stepy;
if (dy < 0) { dy = -dy; stepy = -1; }
else { stepy = 1; }
if (dx < 0) { dx = -dx; stepx = -1; }
else { stepx = 1; }
dy <<= 1;
dx <<= 1;
float fraction = 0;
@this.SetPixelSafe(x0, y0, color);
if (dx > dy)
{
fraction = dy - (dx >> 1);
while (Mathf.Abs(x0 - x1) > 1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
@this.SetPixelSafe(x0, y0, color);
}
}
else
{
fraction = dx - (dy >> 1);
while (Mathf.Abs(y0 - y1) > 1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
@this.SetPixelSafe(x0, y0, color);
}
}
}
/// <summary>
/// Draws a rhombus-like point
/// </summary>
/// <param name="this">Texture</param>
/// <param name="p0">Position</param>
/// <param name="radius">Radius</param>
/// <param name="color">Color</param>
public static void DrawPoint(this Texture2D @this, Color color, Vector2 p0, int radius)
{
DrawPoint(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), radius);
}
/// <summary>
/// Draws a rhombus-like point
/// </summary>
/// <param name="this">Texture</param>
/// <param name="x0">Position</param>
/// <param name="y0">Position</param>
/// <param name="radius">Radius</param>
/// <param name="color">Color</param>
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
{
for (int y = y0 - radius; y <= y0 + radius; ++y)
{
int pts = radius - Math.Abs(y - y0);
for (int x = x0 - pts; x <= x0 + pts; ++x)
@this.SetPixelSafe(x, y, color);
}
}
/// <summary>
/// Fills a polygon
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">color</param>
/// <param name="points">Points</param>
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
{
int minY = Int32.MaxValue, maxY = Int32.MinValue;
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
// Find min and max row
for (int i = 0; i < points.Length; i++)
{
minY = Math.Min(minY, ptY[i]);
maxY = Math.Max(maxY, ptY[i]);
}
List<int> intersPoints = new List<int>();
// Go through each row
for (int y = minY; y <= maxY; ++y)
{
intersPoints.Clear();
// Find intersection points
int j = points.Length - 1;
for (int i = 0; i < points.Length; ++i)
{
// Treat special case where we have 2 points on the y axis
if (ptY[i] == y && ptY[j] == y)
{
intersPoints.Add(Convert.ToInt32(points[i].x));
intersPoints.Add(Convert.ToInt32(points[j].x));
}
// Intersection
else if ((ptY[i] >= y && ptY[j] <= y) ||
(ptY[i] <= y && ptY[j] >= y))
{
int x = Convert.ToInt32(points[i].x + (y - points[i].y) * (points[j].x - points[i].x) / (points[j].y - points[i].y));
intersPoints.Add(x);
}
j = i;
}
// Order pairs
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
// Draw
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
{
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
@this.SetPixelSafe(x, y, color);
}
}
}
/// <summary>
/// Fills texture with specified color
/// </summary>
/// <param name="this">Texture</param>
/// <param name="color">Color</param>
public static void Fill(this Texture2D @this, Color color)
{
for (int x = 0; x < @this.width; ++x)
for (int y = 0; y < @this.height; ++y)
@this.SetPixelSafe(x, y, color);
}
/// <summary>
/// Sets a pixel after checking if coordinates are inside image
/// </summary>
/// <param name="this">Texture</param>
/// <param name="x">X</param>
/// <param name="y">Y</param>
/// <param name="color">Color</param>
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
{
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
@this.SetPixel(x, y, color);
}
}
}

View File

@ -1,25 +1,25 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
namespace TransportGame.Utils
{
public static class XmlHelper
{
/// <summary>
/// Deserializes a file
/// </summary>
/// <typeparam name="T">Type to deserialize</typeparam>
/// <param name="filename">File name</param>
/// <returns>Deserialized object</returns>
public static T Deserialize<T>(string filename)
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
var stream = new StreamReader(filename);
return (T)serializer.Deserialize(stream);
}
}
}
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
namespace TransportGame.Utils
{
public static class XmlHelper
{
/// <summary>
/// Deserializes a file
/// </summary>
/// <typeparam name="T">Type to deserialize</typeparam>
/// <param name="filename">File name</param>
/// <returns>Deserialized object</returns>
public static T Deserialize<T>(string filename)
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
var stream = new StreamReader(filename);
return (T)serializer.Deserialize(stream);
}
}
}